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Transforming Affordable Virtual Reality Headsets into Effective Learning Environments

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F23%3A00131645" target="_blank" >RIV/00216224:14330/23:00131645 - isvavai.cz</a>

  • Výsledek na webu

    <a href="http://dx.doi.org/10.1109/iMETA59369.2023.10294604" target="_blank" >http://dx.doi.org/10.1109/iMETA59369.2023.10294604</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1109/iMETA59369.2023.10294604" target="_blank" >10.1109/iMETA59369.2023.10294604</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Transforming Affordable Virtual Reality Headsets into Effective Learning Environments

  • Popis výsledku v původním jazyce

    Virtual Reality (VR) has emerged as a powerful tool for enhancing educational experiences by providing simulated environments that overcome physical limitations. This paper explores the transformation of affordable Virtual Reality technology, specifically the Meta Quest 2 headset, into an inclusive standalone learning environment. The official Meta store currently lacks popular 2D apps and Google Play services, while existing 3D apps are mostly game-focused or task-specific. Switching between 3D apps and keyboard navigation is complex. Leveraging and integrating tools like SideQuest, Termux, VS Code Server, and PRoot-based Linux distributions, we overcome these limitations, crafting a dedicated learning-friendly VR environment on the standalone Meta Quest 2 headset. We adopt a user persona-based scenario approach to identify potential use cases and VR requirements in the educational context. We then devise an experimental setup through thorough experimentation with the technologies mentioned earlier. We also conduct testing on our experimental setup and collect feedback from participants to examine the efficiency and usability of our standalone VR learning environment. The findings of this study contribute to the evolution of VR-based educational systems, enhancing learning experiences and broadening the scope of students' educational journeys. Although our research is based on qualitative results from a small group of participants, we believe that our study design, methodologies, tools, and deployment are significant for future related studies. Therefore we invite educators and researchers to replicate or modify our experiment in their classroom settings and engage in a scientific dialogue with us, further driving the development and refinement of affordable and inclusive VR-based education.

  • Název v anglickém jazyce

    Transforming Affordable Virtual Reality Headsets into Effective Learning Environments

  • Popis výsledku anglicky

    Virtual Reality (VR) has emerged as a powerful tool for enhancing educational experiences by providing simulated environments that overcome physical limitations. This paper explores the transformation of affordable Virtual Reality technology, specifically the Meta Quest 2 headset, into an inclusive standalone learning environment. The official Meta store currently lacks popular 2D apps and Google Play services, while existing 3D apps are mostly game-focused or task-specific. Switching between 3D apps and keyboard navigation is complex. Leveraging and integrating tools like SideQuest, Termux, VS Code Server, and PRoot-based Linux distributions, we overcome these limitations, crafting a dedicated learning-friendly VR environment on the standalone Meta Quest 2 headset. We adopt a user persona-based scenario approach to identify potential use cases and VR requirements in the educational context. We then devise an experimental setup through thorough experimentation with the technologies mentioned earlier. We also conduct testing on our experimental setup and collect feedback from participants to examine the efficiency and usability of our standalone VR learning environment. The findings of this study contribute to the evolution of VR-based educational systems, enhancing learning experiences and broadening the scope of students' educational journeys. Although our research is based on qualitative results from a small group of participants, we believe that our study design, methodologies, tools, and deployment are significant for future related studies. Therefore we invite educators and researchers to replicate or modify our experiment in their classroom settings and engage in a scientific dialogue with us, further driving the development and refinement of affordable and inclusive VR-based education.

Klasifikace

  • Druh

    D - Stať ve sborníku

  • CEP obor

  • OECD FORD obor

    10200 - Computer and information sciences

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2023

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název statě ve sborníku

    Proceedings of the International Conference on Intelligent Metaverse Technologies & Applications (iMETA2023)

  • ISBN

    9798350328455

  • ISSN

  • e-ISSN

  • Počet stran výsledku

    8

  • Strana od-do

    168-175

  • Název nakladatele

    IEEE

  • Místo vydání

    Not specified

  • Místo konání akce

    Tartu, Estonia

  • Datum konání akce

    17. 9. 2023

  • Typ akce podle státní příslušnosti

    WRD - Celosvětová akce

  • Kód UT WoS článku

    001143688600026